The only way you could tell it was lagging is if you weren't playing on the same computer/internet connection. So shut up about system performance already unless you're offering pointers on how to make this more efficient.

It is well documented how much lag LS3 will cause on a server without some proper management.

The tanks themselves don't lag, true, unless connected up to LS.

You just contradicted yourself. Now your saying it wont cause server lag, before you said it would.

If LS3 caused server lag, then the connection wouldn't matter at all. Server-side lag is generally FPS being unstable (going from the fixed FPS rate to 5-30) or the servers tickrate going from 33 (or 66) to 4-7.

The only time the connection would matter is if your maxing the rate setting in the server.cfg and then it would cause choke because packets get backed up.

Seeing as how NONE of this is happening to me from LS3, I can safely conclude you just have a bad server or computer.. or connection.

Don't blame something on LS3 because you don't have the right platform to handle it, go back to LS2 if that is the case.

I however, will stick to the better and up to date LS. (which is LS3.)

You just contradicted yourself. Now your saying it wont cause server lag, before you said it would.

No, I said that its true the tanks will not cause lag on their own, but when hooked up to LS/RD.

If LS3 caused server lag, then the connection wouldn't matter at all. Server-side lag is generally FPS being unstable (going from the fixed FPS rate to 5-30) or the servers tickrate going from 33 (or 66) to 4-7.

I don't know your server but this is common on most spacebuild servers.

The only time the connection would matter is if your maxing the rate setting in the server.cfg and then it would cause choke because packets get backed up.

True but I fail to see where I referenced connection.

Seeing as how NONE of this is happening to me from LS3, I can safely conclude you just have a bad server or computer.. or connection.

Sir I can assure you that my computer is more than powerful enough to handle LS3, and as so it must be almost (emphasis on almost) every server other than yours. I do not lag in singleplayer, just on most servers. It is not my connection, either, unless you consider a 20 meg pipe too slow.

Don't blame something on LS3 because you don't have the right platform to handle it, go back to LS2 if that is the case.

I however, will stick to the better and up to date LS. (which is LS3.)

For the record, LS/RD2 (which was actually optimised over some time) is actually just as laggy as LS/RD3, due to the lack of node system. Surely you should know this, because you're obviously more knowledgable .

LS3 isn't that up to date either, the codebase of it is mostly obsolete now as Snake hasn't been keeping up with the Gmod updates and making use of new hooks (bare in mind LS3 has been around - and officially, its still in beta - since 2008 or maybe even earlier as it was before my time).

It is newer, yes, but in reality its no where near finished, and probably won't be, as after Snake got his ass banned for telling Garry to fix his damn mod, he gave up giving much of a shit.

I'm personally waiting for Frontier, as from the previews its going to shit all over LS.

I'm looking at LS3 from an optimisation and code base view. The mod, is laggy. That is fact, the code is unoptimised and hell half of it doesn't even have a function. Yes modern computers can eat past that lag no problem, but it doesn't remove the issue.

You are a man who actually got a server that is powerful enough to deal with its unoptimisation, good for you and I might take a look. But don't blame something on home computers when it is the actual mod that has unoptimised, broken, laggy code .

Because you're the host, not the client, now shut up unless you're going to stay on topic.

I've gotten the crystal model done, it's a little basic and I gave it a dirt mound base. The texture(s) are 50% completed. I need to add a disturbed/corrupted dirt texture for the base, but after that, it should be fine and ready for conversion to a source usable format.

The majority of the tris are in the mesh smoothed dirt mound, this may actually be a bad move as it means the dirt's gonna be more detailed than typical map terrain.

Well, I was planning to use a default source dirt texture just so it'd look like it fits, but I'm not sure it has what I need in desaturated unfertile soil.

Here's another thought, think I should make the dirt mound a separate model?

That way you can spawn a mound, and the mound will push one of those crystal formations out every now and then as a harvestable but permanent source of tiberium.

I think we'd need to ensure that the dirt mound is immobile, unaffected by tools, and only placeable on brushes and/or displacements with a specific set of materials. It would be a hassle to track down every dirt/sand/grass/natural rock texture for that, though.

Edit

Oooh! And if we have that, I believe that would be a great way to implement Tiberium Spikes, so they can only cap off the special dirt mounds instead of omnomming entire fields.

Because you're the host, not the client, now shut up unless you're going to stay on topic.

I've gotten the crystal model done, it's a little basic and I gave it a dirt mound base. The texture(s) are 50% completed. I need to add a disturbed/corrupted dirt texture for the base, but after that, it should be fine and ready for conversion to a source usable format.

Well, I was planning to use a default source dirt texture just so it'd look like it fits, but I'm not sure it has what I need in desaturated unfertile soil.

Here's another thought, think I should make the dirt mound a separate model?

That way you can spawn a mound, and the mound will push one of those crystal formations out every now and then as a harvestable but permanent source of tiberium.

I think we'd need to ensure that the dirt mound is immobile, unaffected by tools, and only placeable on brushes and/or displacements with a specific set of materials. It would be a hassle to track down every dirt/sand/grass/natural rock texture for that, though.

Edit

Oooh! And if we have that, I believe that would be a great way to implement Tiberium Spikes, so they can only cap off the special dirt mounds instead of omnomming entire fields.

Those permanent Tiberium holes are possible, however would they replace the current Tiberium or just be a separate type? and also note that if we'd actually make the Tiberium work like this you would have twice the amount of models on your screen.

Those permanent Tiberium holes are possible, however would they replace the current Tiberium or just be a separate type? and also note that if we'd actually make the Tiberium work like this you would have twice the amount of models on your screen.

I imagine there'd be a single hole per field, the hole then grows/regrows the same large formation which in turn spawns the smaller normal crystals without holes of their own. I think the large crystals should be able to create up to 10 normal crystals around it within a relatively short radius. If possible, should the large crystal be harvested, it should inherit the status of the previous crystal, like have its old dependancies so it doesn't overlap or attempt to make more crystals if the 10 around it are still present.

That's what they're for, though, that's why GDI employed them in the first place. If the fissure/dirt mound entity is made then there won't be a way to remove a field permanently unless the dirt mound is removed.

And if you're a tad obsessive like me, you'd hate harvesting away excess tiberium beyond your storage capacity just for the sake of being rid of it.

Cool! You really did read my ideas.
Oh and about the parent: it is harvestable until there are enough crystals, then you can't harvest it(the it drains power from crystals then when someone wants to harvest it).You have to harvest the crystals first, and the parent itself should be like 10X more tiberium in it? (like 20000 for a green parent). Or you could make it act the same as the parent from the first tiberium mod (almost not harvestable)

You can already disable tracking by setting lock to 0 on the launcher, unless you mean a convar to disable it for everyone.

I was looking for a way to increase the tracking. But your post gave me the reason why it wasn't working well. I thought that a pulse of 1 (like from a non-toggle button) would lock the missle on to the current coordinates inputed. I guess I'll use toggle buttons for the lock now.

Are you gonna make tiberium powered thrusters? (just like gas systems (2) does have)

But what kind of Tiberium would it use? I think chemical Tiberium would be the most realistic, because you could burn it for pressure. I guess the liquid form could work as a hydraulic thruster, but from what I heard it would explode when coming out of the thruster.

As for parent crystals... I think they should be unharvestable, and be used to spread tib crystals around just like ordinary crystals.
Why? Because that way you don't have to worry that you'll harvest everything and won't have any tib left to grow back.
I also think they should still be insta-kill on touch. Without the tib ragdolls,.

IMO it should remove the tib. After all we don't really have a quick way of removing entire fields yet, do we?

Affraid not.

As for parent crystals... I think they should be unharvestable, and be used to spread tib crystals around just like ordinary crystals.
Why? Because that way you don't have to worry that you'll harvest everything and won't have any tib left to grow back.
I also think they should still be insta-kill on touch. Without the tib ragdolls,.